Two more questions
@Fish Man:
Pacifism, like cottagespam, is one of those things that
sounds nice in theory but really doesn't work out when you check the math.
Pacifism only works if you have the state religion in your targeted city. At this point your cities are enough of a mishmash of religions that no matter what religion you choose, most of your cities won't benefit from whatever state religion you adopt. So you can benefit your NE city and maybe a few other cities with pacifism (which are mostly irrelevant)...OK. So let's say that instead of running FR for the last 75 turns of the game before launch, we run pacifism. And let's say, very generously, we can always run 10 specialists in our NE city. That's 30 extra GPP per turn from pacifism over about 70 turns (during the last handful of turns you're just building parts, which makes great people irrelevant), which translates to 2100 GPP. That SOUNDS like a lot, but after your 10th or so GP, is only enough to generate one more, because they get 200GPP more expensive incrementally after the 10th.
OK, you say. You have an extra GS or GM you can burn for thousands of
/
...that isn't so bad, right? Well, actually, no, it's pretty useless. Here's why: because the
extra great person you generate from running pacifism comes
at the very end of the game, when you're done researching and done building even for the most part. All the GP you would've generated before, you could've done so without pacifism. If you're set too launch at around t239, getting a random GS or GM at, say, t235 doesn't do anything! This is because the
you get from a trade mission arrives too late for it to finance taking your cities off building wealth and into building research for long enough to obtain the last spaceship tech(s) faster. If you get, say, 2100 gold from a trade mission before you finish researching, then you have to take your cities off building wealth and switch to building research to uses that surplus. But you can't use it all if you're 2 turns from finishing ecology...and even if you somehow get the GM earlier, that may not even make a difference in how long it takes to research that, given how expensive lategame techs are. It's even worse with the GS...after fusion/biology,
all great scientists not applicable to a golden age are useless. This is because the GS bulb priority will go into dead-end useless techs like flight and laser, completely unneeded for the spaceship. So, to generate an extra GS when the lategame costs are so high and to do it so long before the game actually ends...most of the time, it's impossible even for a literal powerhouse GP farm like Amsterdam to do so. And keep in mind that you can't run 10 specialists ALL the time; sometimes you have to work hammer tiles to build labs and spaceship parts, especially near the end, if your GP farm is also a high-hammer city.
Alright, let's assume that by some miracle you get the ONE extra great person via pacifism AND use it in time to get the full benefit, AND it saves you one extra turn to finishing research (which is all that it
can save, lategame beaker costs being so high). So that's what you gain; now let's look at what you
lose. First of all is the +10% research bonus, which does not apply to hammers. Nevertheless, I've done some calculations and deduced that we are getting an extra 225 beakers/turn by the endgame due to that 10% bonus (and let's say it increases to 250 during a golden age). Since beaker rate remains roughly constant past a certain point in the endgame, let's say that for 10 turns before researching the last tech you get 250 bpt extra from FR, and 10 turns before
that you get an extra 200 bpt. That means that, for just a 20-turn period before research is complete, you already get
4500 beakers from free religion - and that's not accounting for the many, many turns of research you save before that, as well as the key points where researching X (assembly line, electricity, plastics, etc.) a turn earlier from FR can give or unlock you some crucial bonus/building for one extra turn, that promptly snowballs. Whereas pacifism only yields its greatest benefit, in such a circumstance, very late - if it has even any bearing at all. Remember, in civ 4, the earlier an advantage comes, the better. FR gives both a far LARGER benefit, and one that takes effect IMMEDIATELY.
There are also some other things FR does better than pacifism. First, the happiness - it may seem irrelevant, but the extra happiness from religion can be crucial in offsetting the motherland and eventually emancipation anger. It may not seem much, but sometimes it can mean the difference between 1 or 2 angry citizens and none - which certainly accumulates over time. Also, the problem with deleting units is that after conquest you
do need the rest of your army to prevent revolts and fend off potential attacks. Especially when the last AI standing is a crazy attack dog like Monty who
will sometimes plot despite being like 3 eras behind. And revolts - they can really ruin things, self-explanatory. So if you keep these units, you may need to pay a lot more for them.
In conclusion: pacifism bad, free religion good.
For the tech order change...I would still aim to lib state property and do as I did here. SP is
still plenty powerful even if with less land. And the techs that I listed are important for space and should go in the order I listed for the reasons I listed, no matter how big or small your empire is.